Tajuru Preserver

Tajuru Preserver

Creature — Elf Shaman

Spells and abilities your opponents control can't cause you to sacrifice permanents.

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Format Legality
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
1v1 Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Casual Legal
Block Constructed Legal
Custom Legal
Highlander Legal
Duel Commander Legal
2019-10-04 Legal
Limited Legal
Leviathan Legal
Vintage Legal
Unformat Legal

Tajuru Preserver occurrence in decks from the last year

Latest Decks as Commander

Tajuru Preserver Discussion

TheVectornaut on Opposition Agent needs a preemptive …

3 months ago

The way my store runs commander events, we are not allowed to prevent anyone from playing in games for any reason (barring harassment or the like). As a group, we have agreed that bringing cEDH decks to casual events isn't a very sporting thing to do and we even agree to designate non-FNM days for cEDH games. Still, 2-3 of the roughly 40-50 players that come through the store are not willing to abide by that agreement. Many of us have had conversations with these individuals, and in one case, this did in fact resolve the problem. In an ideal world, every dispute would end this way, but reality isn't so kind. For the other cases, they are more than happy to hide behind the store policy and go on massive winning streaks despite a total lack of prize support and the inevitable isolation their behavior brings. It's absolutely their right to make that decision. In response though, I feel the rest of us should have access to as many tools as possible to improve the quality of our experience.

As for Archetype of Endurance, I should note that I usually get Prowling Serpopard out first and I have both Trolls of Tel-Jilad and Tajuru Preserver in the deck (which is composed of only lands and creatures for gimmicks' sake BTW). More than that though, my meta really is on the weaker side apart from the handful of outliers. Despite having 0 instants, sorceries, artifacts, or enchantments, my Momir is still on the very upper end of the meta's power level. When I mentioned that Sekki deck, that wasn't a hypothetical- that actually happened XD

Anyway, I apologize if I've seemed overly argumentative or combative. Maybe I'm still bitter about losing to Iona, Shield of Emeria for 5 years while competitive players kept telling me to get good, and now I secretly want them to suffer the same pain. I'll have to mention that to my therapist...

CJH123 on Uril, The Miststalker Competitive/Cedh?

5 months ago

Voltron isn't really a thing in cEDH, largely because it's too slow. The closest thing would probably be Godo, like this list.

To get to "Cedh standards" I'd start by being able to consistently win before T5 through disruption. I'd be drastically overhauling your Lands and Ramp suite as per this list of cEDH staples.

In terms on non-cEDH advice, Siona goes infinite with Shielded by Faith and Bear Umbra with Aggravated Assault - I'd be finding space for both. I'd rather Beast Within and Generous Gift than O Ring and Stasis Snare. Destiny Spinner, Tajuru Preserver and Sigarda, Host of Herons help beat disruption. To find spaces, I'd be cutting all Aura's that don't offer evasion, like Spirit Loop and Ancestral Mask, and any enchantments with a CMC of 5 or more, plus Plea for Guidance.

TriusMalarky on Counteracting large hexproof creatures.

5 months ago

I wouldn't ever use Tajuru Preserver unless you have multiple players running Grave Pact in your meta. Even then, it's gotta be one of their more prevalent strategies, so if you don't see mass sac effects almost every game it's a pretty useless card.

Also, All Is Dust is pretty good. Barter in Blood is also scary if you run 0 or tons of creatures.

Juuluk on Counteracting large hexproof creatures.

5 months ago

My fave method of dealing with hexproof is through gravepact and similar effects like annihilator. Only ways I know to avoid this method is to have a ton of weenies with hexproof that can’t be wiped, or with a Tajuru Preserver. Correct me if I’m wrong, but the sac effect targets players and not creatures. It’s imprecise, but can be worked around, and avoids hexproofing.

gvazdaus on The Queen's Egg

5 months ago

I’ve stumbled across Lifeline. My meta has become very small due to the pandemic and for a variety of reasons including Crystalline Sliver and Sliver Hivelord, removal has moved toward sacrifice/exile effects. Outside of Tajuru Preserver which killed the theme, there’s little recourse for recurring Fleshbag Marauder. I understand there’s symmetry, which I remember being a turn-off for you in relation to Intruder Alarm but Lifeline seems to be a sure fire way to keep slivers in play without relying on coin flipping or having Patriarch's Bidding.

MapPsycho on Atraxa Fashion Show

8 months ago

Sacrifice engines are a pain to deal with outside of just destroying them(as I'm sure you know) and there really aren't a lot of specific answers that aren't expensive unfortunately. Chevill, Bane of Monsters is relatively inexpensive and, while slow, can deter opponents from sacrificing somewhat. Tajuru Preserver is a good pick if your opponents are using something like Dictate of Erebos. Sigarda, Host of Herons is pricier than I usually like to go, but is a similar pick, and better suited to combat. Otherwise, all I can think of is using cards like Alpha Authority to protect specific cards(like Atraxa.)

SaberTech on Pattern Recognition #141 - Voltron

1 year ago

Hey Berryjon, thank you once again for producing another fun article.

I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.

First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.

But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.

Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.

Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:

Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.

Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.

As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D

So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)

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